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Add multi-texture batching for WebGL renderer (#1376) #1389
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6653644
Add multi-texture batching for WebGL renderer (#1376)
obiot daba370
Fix Copilot review: clamp texture unit, guard null compressed formats
obiot b553d61
Thread flush parameter through createTexture2D to bindTexture2D
obiot a9bdb75
Fix gradient rendering with multi-texture batching
obiot 3d21780
Flush on CanvasRenderTarget.invalidate() for multi-texture batching
obiot 1fda0ca
Convert compressed textures example to Application pattern
obiot 36e87d3
Change failIfMajorPerformanceCaveat default to false, tests use CANVAS
obiot aa4e87e
Address Copilot review: push deopt, cache encapsulation, scissor trac…
obiot 01cc6f2
Fix resetUnitAssignments stale batcher state, update CHANGELOG
obiot d333fc6
Revert failIfMajorPerformanceCaveat to true everywhere
obiot 26c594e
Fix UI example: replace standalone Text.draw() with preDraw/draw/post…
obiot 246e013
Guard buildMultiTextureFragment against maxTextures < 1
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This code assumes
app.rendereris aWebGLRenderer, butautoDetectRenderer()can fall back toCanvasRendererwhen WebGL isn’t available or is rejected due tofailIfMajorPerformanceCaveat. Consider guarding withrenderer.type.includes("WebGL")/instanceof WebGLRendererand showing a user-facing message (or forcing WebGL) to avoid incorrect behavior/casts in the compressed-texture example.